public void AddForce (Vector3 force, ForceMode mode= ForceMode.Force);

パラメーター

force ワールド座標における力のベクトル
mode 適用する力のタイプ

説明

Rigidbody に力を加えます

Force is applied continuously along the direction of the force vector. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect.

By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.

See Also: AddForceAtPosition, AddRelativeForce, AddTorque.

This example applies a forward force to the GameObject's Rigidbody.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

void FixedUpdate() { rb.AddForce(transform.forward * thrust); } }

public void AddForce (float x, float y, float z, ForceMode mode= ForceMode.Force);

パラメーター

x ワールドの x 軸に沿った力のサイズ
y ワールドの y 軸に沿った力のサイズ
z ワールドの z 軸に沿った力のサイズ
mode 適用する力のタイプ

説明

Rigidbody に力を加えます

Force is applied continuously along the direction of the x,y and z vectors. Specifying the ForceMode mode allows the type of force to be changed to an Acceleration, Impulse or Velocity Change.

Force can be applied only to an active Rigidbody. If a GameObject is inactive, AddForce has no effect.

By default the Rigidbody's state is set to awake once a force is applied, unless the force is Vector3.zero.

See Also: AddForceAtPosition, AddRelativeForce, AddTorque.

This example applies an Impulse force along the Z axis to the GameObject's Rigidbody.

using UnityEngine;

public class ExampleClass : MonoBehaviour { public float thrust; public Rigidbody rb;

void Start() { rb = GetComponent<Rigidbody>(); }

void FixedUpdate() { rb.AddForce(0, 0, thrust, ForceMode.Impulse); } }